I am trying to follow these steps with 2018.3 beta: https://github.com/Unity-Technologies/ScriptableRenderPipeline/wiki/VR-in-HDRP However after doing all as described I am getting error AR/VR devices are not supported, no rendering will occur UnityEngine.GUIUtilityrocessEvent(Int32, IntPtr) What steps prevents this error? Do I need to use Unity alpha for that? I installed alpha but did not see HDRP there...
You need latest SRP (4.1.0-preview or sources from github branch) and you do need to have relevant VR packages installed, for SteamVR, make sure you have OpenVR enabled from package manager and in the player settings. Make sure you have setup VR to use Single Pass without the instancing. I haven't tried the camera relative change myself, at least without it you didn't get shadows in VR, I dunno if it's related to the setting. Otherwise, VR did work on it (tested on 2018.3.0 betas).
Could be related: https://forum.unity.com/threads/vr-lightweight-rp-2018-3-0b8-cannot-detect-vr-device.579361/
@rizu does the eye separation is good for you? I tried VR with 4.0.1, 4.1 and 5.0 (using 2019.1a) and the eye separation is not good when testing with a Windows MR headset and SteamVR. Do you encouter the same issue?
Hi. I got it to run in VR and detected vr device steps to take: Setting up unity HD for VR 1 Install beta Unity 2018.3.0b11 3 2 Open Hub. Create new project in HD RP (ten minutes) 4 Window/Package Manager / HD Render Pipeline > version is 3.3.0 (preview) 5 Click Update to 4.2.0 (preview) (takes 10-20 min) 6 OpenVR version 1.0.2 > install 7 Post processing> install 8 Edit/project setting/player/xr 9 Edit/project setting/player/xr turn vr on Sterio rendering mode single pass 10 Project explorer/settings/HD RenderPipelineAsset Render Pipeline Supported Features> turn SSR off Support multi sample is off Support Lit Shader> Forward only Runtime debug display off Support MSAA off Turn decals off 11 Default Frame Setting For Camera: FTPL for forward opaque off Compute light evaluation off Distortion off 12 Default Frame Setting For realtime reflection: FTPL for forward opaque off Compute light evaluation off Distortion off 13 Default Frame Setting For baked or camera reflection: FTPL for forward opaque off 14 SRP sources from github branch Install git desktop https://desktop.github.com/ (win 64 bit) Log in. <> 15 click Clone a Repository Enter Path <path>/GitHub Click Url Enter https://github.com/Unity-Technologies/ScriptableRenderPipeline (path should now say D:\vrgame\GitHub\ScriptableRenderPipeline) Click choose… (make sure directory opens) Click Clone … source code for ScriptableRenderPipeline downloads. One hour >this might be master branch (1018.9 version or later) so we need to set the right version of source 16 Open Command prompt as administrator Go to <path>\GitHub\ScriptableRenderPipeline Git tags (list what tags are available) 17 git checkout tags/4.2.0-preview 18 edit local includes <path>/GitHub/ScriptableRenderPipeline/com.unity.render-pipelines.high-definition/Runtime Edit the following file: ShaderConfig.cs CameraRelativeRendering = 0, 19 edit local includes ShaderConfig.cs.hlsl #define SHADEROPTIONS_CAMERA_RELATIVE_RENDERING (0) 20 edit local includes <path>/GitHub/ScriptableRenderPipeline/com.unity.shadergraph ShaderConfig.cs.hlsl #define SHADEROPTIONS_CAMERA_RELATIVE_RENDERING (0) 21 point in your project to your locally compiled srp Open Command prompt as administrator Go to D:\vrgame\project\ausTNT_2018_3b_1\Packages Edit manifest.json "com.unity.render-pipelines.high-definition": "file:/vrgame/GitHub/ScriptableRenderPipeline/com.unity.render-pipelines.high-definition", 22 In hub open project Window>package manager>High Definition RP will now have a tag of [local] Need to recreate includes as we are using new rendering pipeine >edit>render pipeline>generate shader includes 23 reload scene >> the first time you run the scene rendering fails. i assumed it was a cache problem. i went to a different scene and load it. then reload the scene, and it worked
Following those steps I can get it to run in VR but the default HDRP scene can't get to 90 frames per second. Even if I disable volume still can't get there. Also I can't see subsurface scattering. It works in the Editor (I can see the scattering) but not in game. I guess I would have to wait for the official release...